Black outline around string - is it possible?

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  • Hi guys :)

    I'm using a string to display dialogue from characters in the playfield but depending on colours in the background the text can sometimes be hard to read. Is there any way to add an effect or something which will allow me to have a black outline around my white text to resolve this issue?

    Thanks

  • I don't know any measy method to do that within Fusion.
    However, if your only reason to do it is to make the text readable, maybe it can be just as good to use a dark background for the text.

    I've attached an example that resizes the background according to the size of the text.

    It uses the Calculate Text Rect Object which is supported by most Runtimes.

  • A shader effect can probably do this with the default text objects in Fusion, but you may find that Text Blitter, the other third-party text extensions, or even your own custom-blitting functions are more appropriate for what you're talking about. :)

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  • another simple solution would be to just put two text objects, a black one just a couple pixels down (+right) under the white text object as a shade, wouldn't be a full outline tho, i guess you could use 5 text objects to do that, but then i would look into blitting instead ;)

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  • Thanks a lot guys... looks like I've got some work to do to find the best method.

    On a side-note:

    Sorry to post this here but I just ran into a major problem whilst importing animations. I got an "out of memory" error and my entire project froze and wouldn't even save. When I checked task manager, my project was using 1.6Gb of ram but I have 16gb on my machine and was only using 22% of my RAM at the time. Is there a limit in Fusion?? I have a lot of intense animations for my character and am just getting warmed up... is there a way to avoid this from happening?

  • There is a limit in the editor. I don't recall off the top of my head what it is, but 2GB sounds about right. I don't know, however, when this limit appears; that is, if it's only for importing the whole animation or if it's the size of the object itself that causes the problem. If it's the former, you can import a few frames at a time. If it's the latter, you'll have a lot of manual work ahead of you to avoid hitting it.

    Yves or a few other people here will know more about this limit than I do.

  • After reading a lot of these forums, I've looked into it and I wasn't compressing the runtime. I've turned that on and set it to maximum and my project is now using 47.9mb of RAM - so happy days!! :) I turned it off because it was taking ages to compile in the beginning and thought that might speed things up... it just caused me problems apparently. Thanks for you help!

  • You can use the 'dual glow' shader by Looki for this- it works really nicely :) just disable the inner glow with the parameters.

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  • another simple solution would be to just put two text objects, a black one just a couple pixels down (+right) under the white text object as a shade, wouldn't be a full outline tho, i guess you could use 5 text objects to do that, but then i would look into blitting instead ;)

    This is what I do, only I use one white text and 4 copies of black text that are offset:

    Y-1
    Y+1
    X-1
    X+1

    And have them all equal whatever the white text's string is. Kind of a PITA, but it works!

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